Dr. Arkadius

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Minion Logo.jpg Dr. Arkadius

Minion Warlock

Mk4 icon.png
This model is available in one Prime Army, The Thornfall Alliance. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Dr. Arkadius is a skilled surgeon and scientist with an obsession for the manipulation and development of life. Constantly striving to create ever more terrible warbeasts, strengthening their bodies, making them more aggressive, and healing their wounds in battle. Dr. Arkadius can also turn his skills upon his enemies, using his combat syringe to inject potent serums designed to scramble a target’s higher brain functions or even usurp control of its body.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +32
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Minion - In a 2+ warlock game, Arkadius can work for Circle, Legion, or Skorne.
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Monster Mayhem

Warbeasts in Arkadius' battlegroup can immediately frenzy. A model can frenzy even if it has already activated this turn, and it can activate later this turn even if it frenzies as a result of Monster Mayhem. When a warbeast frenzies as a result of Monster Mayhem, you can choose the target if the target is currently in Arkadius' control range.


  • Limited Battlegroup - The only warbeasts that can be in this model's battlegroup are Farrow Warbeasts & Gorax Ragers.. Gorax Ragers in Arkadius' battlegroup become Minion warbeasts instead of a Circle warbeasts.
  • Maltreatment - Once per turn, anytime during your Activation Phase except while activating another model, this model can remove 1 fury point from a warbeast in its battlegroup that is in its control range and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.


  • Combat Syringe - 0.5" reach, melee weapon with no damage roll
    • Needle - Instead of suffering a damage roll, a living model hit by this weapon automatically suffers 1 damage point. This weapon cannot damage non-living models.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Anaesthesia - A living model damaged by an attack from this weapon becomes stationary for one round.
      • Brain Damage - A model damaged by an attack with this weapon cannot cast spells for one round.
      • Raw Adrenaline - If a living warbeast is damaged by an attack with this weapon, all attack and damage rolls resulting from its next basic attack this turn are boosted.



3 SELF CTRL - Upkeep No
While in the spellcaster's control range, friendly Faction warbeasts gain Hyper-Aggressive.
Hyper-Aggressive - When a model with Hyper-Aggressive suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
Crippling Grasp

3 8 - - Upkeep Yes
Target model/unit suffers -2 SPD, STR, DEF and ARM.
Forced Evolution

2 6 - - Upkeep No
Targeted friendly living Faction warbeast gains +2 STR and DEF.
Guardian Beast

3 SELF - - Upkeep No
Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a warbeast in the spellcaster's battlegroup that is currently in its control range. That warbeast can immediately make a full advance towards the enemy model and then can make one basic melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted.
Primal Shock

2 Control - (★) - Yes
Choose a friendly Faction warbeast in the spellcaster's control range. Target a model within 8" of the chosen warbeast and make a magic attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
Psycho Surgery

2 SELF Control - - No
Each model in the spellcaster's battlegroup currently in its control range can immediately remove d3+1 damage points. This spell can be cast only once per activation.

Theme Forces

Thoughts on Dr. Arkadius

Dr. Arkadius in a nutshell

Arkadius is a fairly tightly focused minion battlegroup warlock whose ability to use his feat to throw his battlegroup 8" or more up the table can be utterly terrifying and give him the overwhelming majority of alpha strikes.

Maximising his Feat & Spells

Your first turn positioning, or sometimes deployment when going second, is critical to ensure an effective feat. Planning ahead for what is going to frenzy onto what is very helpful. While Arkadius' feat lets you choose frenzy targets in his control area, you'll often want to choose a target outside of that range in order to get the right angle or to close the maximum distance. In this case, positioning your beasts facing at angles away from each other so they can only see enemy models lets them use the feat to fail charges, then activate and charge again. Incorporeal models can safely be used as frenzy targets to guide your beasts more precisely.

Drawbacks & Downsides

  • Squishy
  • Farrow warbeasts are also squishy; if he can't get a good alpha strike he can lose out on attrition
  • Offers little support to anything besides warbeasts
  • He has probably the highest skill ceiling, and skill floor, of any caster in the game, making him unfriendly for new players, and there aren't that many veterans who play him successfully either. On the bright side, he is probably the best caster in the game, so the effort put into learning him will be well worth the effort.

Tricks & Tips

  • Arkadius' feat can be used as a movement trick to move up the board quicker or set up for the alpha strike, as long as at least one target is in his CTRL range.
  • His feat can also be used to get a warbeast poised to frenzy next round into an advantageous position or destroy it before it frenzies the next round.
  • The combination of Forced Evolution and Primal on a War Hog against a Crippling Grasp-ed opponent can take down almost anything, even without forcing for Aggression Dial, allowing you to feat and frenzy your beasts through to any casters hiding behind.

List Building Advice


Arkadius gives his beasts some of the longest threat ranges in the game. His typical gameplan involves using the feat to deliver an overwhelming alpha strike, and ride that out to an assassination or attrition victory. The extreme threat ranges under his feat can also be used to assassinate unwary opponents.

Arkadius likes warbeasts and lots of them. Though he is a battlegroup focused caster, many of his abilities also work on warbeasts outside his battlegroup.

Theme thoughts

As a warbeast focused warlock he's normally taken in Will Work for Food where his beasts get overtake, pay for their own support, and can access pathfinder.

Typical Army

Notable warbeasts with him are:

  • Road Hog - Raw Adrenaline boosts the entire spray if it's the next attack. 28" threat range on the sprays and 19" in melee can catch people off guard. If the road hog activates before Arkadius' feat, it is possible to sprint twice in one turn.
  • War Hog - Arkadius' War Hogs are among the hardest hitting models in the game, and they get an incredible 17" threat range out of his feat.
  • Gorax Rager - Excellent target for Maltreatment, as they get bonuses for being damaged. Free charges and an extra p+s result in far better performance into armor than its battleboar competitor, and overtake from the Will Work for Food theme benefit gives you half the advantage of the battleboar.
  • Battle Boar - the more anti infantry focused competitor to the Gorax, you have to pay for your charges but you gain +1 armour and a conditional berserk.
  • Gun Boar and Splatter Boar can get fully boosted shots from ark's needle; particularly valuable on out of activation shots from targ.
  • Dahlia Hallyr & Skarath The danger noodle loves the def buff from forced evolution, and Arkadius can tune its damage up to be a real threat to heavies. The boosted sprays/paralysis and native pathfinder are also very valuable.

Support (either theme):

  • Targ - Arkadius' needle can fully boost an ancillary attack, which is great on our beasts with ranged attacks. Herding can be very useful to keep Arkadius at a safe distance while getting value out of his threat ranges. Plus, upkeeping a spell for free is great value for 3 points.

Support (Will Work For Food only):

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: War Hog
  2. Warbeast: War Hog
  3. Warbeast: Road Hog
  4. Warbeast: Road Hog
  5. Warbeast: Battle Boar
  6. Solo: Targ
  7. Unit: Swamp Gobber Bellows Crew



Bride of Arkadius, Limited Edition Sculpt (Mini Crate)

Warbeasts he can take

With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog

Video Battle Reports

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries


Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech


Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw


Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Feat: Monster Mayhem

  • Warbeasts outside his CTRL range can also frenzy.
  • When choosing a feat-frenzy charge target, it needs to be a legal charge target. So it needs to be in the beast's LOS, not be affected by Polarity Shield etc.
    You can, however, target a model knowing the charge will not be successful (such as behind a wall).
    (Infernal Ruling)

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Rules Clarification : Needle      (Edit)

  • Although it can't damage non-living models, the weapon can still hit them and thus let you apply on-hit effects (like Agathon's Dark Banishment).
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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Anaesthesia      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

Rules Clarification : Brain Damage - None yet. (Edit)
Rules Clarification : Raw Adrenaline - None yet. (Edit)

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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Limited Battlegroup and/or Affinity     (Edit)

  • Aurora2, Nemo4, or Asphyxious4 version of this rule lets them take warjacks from multiple Factions, and states "Warjacks in its battlegroup are considered to be the same Faction as this model."
    • If the controller dies, the warjack becomes inert and remains the same Faction as it was when it started the game, it does not revert to the Faction printed on its card. (Infernal Ruling)
    • If the inert warjack is a Vector, and it is reactivated by another caster, it's MAT/RAT will change to match it's new controller.
    However if the inert Vector is reactivated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal dies later, the Vector will become autononmous but the MAT/RAT remains 0. (Infernal Ruling)
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Rules Clarification : Maltreatment      (Edit)

  • The warlock can exceed its FURY stat in fury points as a result of this ability.
  • You can't use Maltreatment on a warbeast that has 0 fury. (Locked thread)
  • Maltreatment isn't a friendly attack so if it kills the warbeast you can still reave from it. (Locked thread)
  • Maltreatment can be used at any time during the caster's activation. The restriction is on another model. (Infernal Ruling)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

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Rules Clarification : Aggravator      (Edit)

  • Unlike most spells, this one doesn't care whether the warbeasts are in the caster's battlegroup or not.
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Rules Clarification : Hyper-Aggressive      (Edit)

  • Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
  • HA can be triggered more than once per turn.

Rules Clarification : Crippling Grasp - None yet. (Edit)
Rules Clarification : Forced Evolution - None yet. (Edit)

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Rules Clarification : Watcher and/or Guardian Beast and/or Dark Sentinel     (Edit)

  • A Colossal/Gargantuan cannot benefit from the movement, but they do get to make an attack. One is not conditional on the other. (Locked thread)
  • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.
  • Dark Sentinel only
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Rules Clarification : Primal Shock      (Edit)
Let's call the friendly warbeast the "Primed" model and the attack target the "Shocked" model.

  • The "Primed" model is not a channeler so won't be affected by stuff like Arcane Annihilation
    • However, for targeting, concealment bonuses, etc, it works very similar to channeling. That's what "point of origin" means (refer core rule book).
  • You can "Prime" a warbeast that is engaged in melee.
  • Primal Shock is not affected by range reducing effects (such as Mage Static). For "Priming" the range is CTRL, which cannot be reduced. For "Shocking", choosing a target within 8" is not a range (in the normal sense).
  • The "Shock" can gain any benefits that apply vs the target. For example if your warlock is affected by Beast Lore (+d6 damage vs warbeasts) and you "Shock" an enemy warbeast, you'll get that +d6.
  • The "Shock" uses base STR, not current STR. Thus STR buffs (such as Rage) will not affect the "Shock".
  • You can "Shock" a friendly model and it will cause no damage to it. (Infernal Ruling)
  • When you choose the "Primed" model, you are not targeting it with a spell so anti-magic stuff like Arcane Vortex won't trigger.
    However when you choose the "Shocked" model you are, and the anti-magic stuff can trigger.
    (Infernal Ruling)
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Rules Clarification : Psycho Surgery      (Edit)

  • You roll a separate (d3+1) for each model. Refer to the "Tactical Tips" in the Faction book.
  • This spell applies to the caster, too.